GodotVR / godot-xr-tools

Support scenes for AR and VR in Godot
MIT License
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Should this work in WebXR? #453

Open Eisenspalter opened 1 year ago

Eisenspalter commented 1 year ago

If I'm looking into the source code there is a lot code for WebXR. But It doesn't work in the Browser. Should this work? In the "Sphere World" and in the "Origin Gravity" I can't move or turn. There is no SkyBox and the performance. Jesus why is this so slow. This simple worlds should have 200 FPS on the Quest 2. And so much edge flicker.

Malcolmnixon commented 1 year ago

The godot-xr-tools demo project uses a helper function in demo_scene_base.gd which patches in the WebXR inputs when WebXR is detected. It turns out some of the demo scenes weren't using demo_scene_base.gd, but were using the default scene_base.gd, and so the WebXR controls weren't being patched in. There's a pull request https://github.com/GodotVR/godot-xr-tools/pull/454 that fixes this.

As for the performance issues, there are currently performance issues with the Godot physics engine around complex convex colliders, and the Vulkan renderer isn't optimal for mobile renderers.

Eisenspalter commented 1 year ago

I found another bug on the Quest2. Often the Physic_Hands are not rendered properly. Mostly this happens if you switch between the worlds. Then the hand disappear complete or you we'll get a flickering face chaos on the screen. Bug Unity

BastiaanOlij commented 10 months ago

This is fixed in Godot 4.2 and will hopefully be backported to Godot 4.1.2.